Ray Tracing Massive Animated Geometry with Tetrahedral Cages

Ray tracing massive amounts of animated geometry using tetrahedral cages

Ray Tracing Massive Animated Geometry with Tetrahedral Cages

I present a new method to solve the scaling problem of ray tracing animated geometry by decoupling animation costs from triangle counts. By building low-resolution tetrahedral cages around meshes, we animate only the proxy while reusing static rest-pose geometry. This approach enables rendering hundreds of millions of animated triangles at 60 frames per second, offering a practical solution for complex scenes with vegetation, crowds, and creatures.

The key message is not that tetrahedral cages replace every animation technique, but that they provide an additional new low-cost option when acceleration-structure updates, animation time, or memory footprint become the bottleneck.

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2026-07-27